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Author Topic: So, a few questions.  (Read 1829 times)

vicwarrior

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So, a few questions.
« on: March 20, 2014, 02:35:43 pm »

Ive been playing DF and recently got my magma forges set up, and im moving everything around for my magma forges which is taking forever as they are over 100 levels below my main fortress zone, im alos getting ready to mine adamantine but i dont want my dwarves crafting stuff with it untill they are legendary +5 so im wondering whats the fastest way to train up weaponsmiths and armorsmiths.

Also id like to know which is the easiest way and less micromanagement instensive way to process goblinite ( as my embark is completly ironless )  using auto melt stockpiles

Also ive seen as there is rotten clothes everywhere and i believe they are impacting my fps, is there any way to automatically get rid of them? or to place in auto trade stockpiles (or stockpiles under a dwarven atom smashed)?

Im also having trouble to dispose of non butcherable flying creatures (AKA hungry heads).

Finally im building a new dining hall at the magma forges and food stockpiles a dormitory and individual rooms.

I will probably post more questions as they arise.
Thanks in advance.
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Beast Tamer

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Re: So, a few questions.
« Reply #1 on: March 20, 2014, 02:47:02 pm »

To get rid of the clothes I usually make a dwarven atom-smasher (drawbridge) somewhere so you can crush items. I abandoned using dwarves to dump them a while ago, using DFhack to deal with that.

As for your magma forges I'd transport magma as far up as you can to reduce the hauling distance. Sure it's manpower intensive and takes a lot of resources, but in the long run it'll save you time and manpower. Factoring in your desire to make a dining hall near them, I'd say you should also make a barracks for your metalsmiths/smelters.

Disposing of creatures? Are you talking about before or after death. If its after just dump them under the afromented atom-smasher. If its before make a squad of marksmen and order them to kill them one by one, then dump them under the atom-smasher.
« Last Edit: March 20, 2014, 02:50:07 pm by Beast Tamer »
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There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome.

Nil Eyeglazed

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Re: So, a few questions.
« Reply #2 on: March 20, 2014, 03:07:03 pm »

Two strategies I take for training armorsmith/weaponsmith, either:

a) The old-fashioned way: make 1-bar items on repeat (I do bucklers and bolts), set up a good hauling infrastructure to keep the forge empty, make sure your trainee has no other labors assigned and possibly even a next-door bedroom and personal dining room; or,

b) Train all peasants to novice in whateversmithing via profiled workshops, still need good hauling infrastructure, and then you wait for a mood.

Actually, option b seems to work faster for me.

Re: disposal of anything: for all things that burn, which is everything you mentioned, I like to dump it in the magma.  The most efficient way I've found to do this is with a minecart route and track stop that dumps into magma.

Re: goblinite: Disagree with Beast Tamer-- I don't think it's worth the trouble to pump magma to the surface.  Do that because it's fun to have lava, not because it's practical.  Minecarts can keep a steady supply of goblinite headed your way.  A little bit of logic can prevent accidents.  Lots of smelters.  Minecart-based quantum stockpiles for the bars.
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...<P>It should be pretty fun though.

vicwarrior

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Re: So, a few questions.
« Reply #3 on: March 20, 2014, 03:32:58 pm »

Also, one thing i forgot to ask, ive got urist McBadass Militia Commander that has got heavy lower spine nervous tissue bruising and thus he is doomed to crawl everywhere making arrive late to Megabeast and Goblin parties and i would like to know what other people would want me to do with him:

A. Keep him in the squad, he may arrive late to the parties but if the party is still going on he will be ready to finish it.
B. Retire him and give him a nice room near the forges and assing him to ore smelting like any dwarf would like.
C. Pit him in the arena agains as many goblins as possible and let Armok decide, if he wins he gets to keep leading the militia, if he dies then he will atleast will get to rest in his nice mausoleom.
D. Suggestions go here.
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fricy

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Re: So, a few questions.
« Reply #4 on: March 20, 2014, 03:50:57 pm »

Also ive seen as there is rotten clothes everywhere and i believe they are impacting my fps, is there any way to automatically get rid of them? or to place in auto trade stockpiles (or stockpiles under a dwarven atom smashed)?
I'll just address this: They are scattered everywhere, because the dwarves still own these despite throwing the away. You can confiscate them with dfhack, just enter this command into the console: "cleanowned scattered X", and all the rotten clothes will be hauled to the nearest dump site. You can reclaim later, and put them into an autotrade stockpile if you want to sell them.
Or you could just destroy them after confiscating with "autodump-destroy" - be careful, as this command will destroy EVERY item set to dump, and if you have dumped some masterwork socks it will drive your tailor mad. fast.
Saving is advised before a spring cleaning, lest you invoke some FUN. :)

Frostea

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Re: So, a few questions.
« Reply #5 on: March 20, 2014, 10:20:32 pm »

I had several injured badasses in my current fort. I let them do all the furnace work so they don't have to run about. For your C idea, it is certainly dwarfy, but why waste perfectly good live training targets?
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vicwarrior

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Re: So, a few questions.
« Reply #6 on: March 21, 2014, 09:05:04 am »

Another thing i forgot to say is that i know there are diferent kinds of armor for the different parts of the body, some of them protect more than others in different ways.

Can someone tell me which is the best combination to get full coverage and maximum protection?
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Koremu

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Re: So, a few questions.
« Reply #7 on: March 21, 2014, 09:12:21 am »

Another thing i forgot to say is that i know there are diferent kinds of armor for the different parts of the body, some of them protect more than others in different ways.

Can someone tell me which is the best combination to get full coverage and maximum protection?

http://dwarffortresswiki.org/index.php/DF2012:Armor
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It's a dwarf.  Their natural habitat is "trapped on the wrong side of a wall".

Flinging children halfway across the map to land in magma is good, wholesome fun, but extramarital reproduction?  Why, that's just unseemly!

Fluoman

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Re: So, a few questions.
« Reply #8 on: March 21, 2014, 09:19:27 am »

Gauntlets, high boots, shields, battle axes and picks can all be used in a standard military uniform, and the forge -> stockpile -> melt generates more metal than is consumed.
Use this and auto-melt to generate unlimited weapons-grade material (that isn't adamantine) and legendary smiths.
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SixOfSpades

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Re: So, a few questions.
« Reply #9 on: March 21, 2014, 02:24:10 pm »

i dont want my dwarves crafting stuff with it untill they are legendary +5 so im wondering whats the fastest way to train up weaponsmiths and armorsmiths.
Apart from the advice already given, don't spread out the skill gain among too many smiths. If you're going to have multiple smiths, do it right: Plan out what weapons & items of armor you're going to be making, and check your dwarves' preferences: A dwarf who likes shields has a higher chance of producing a masterwork shield than one who likes, say, low boots. So, ideally, you should have one smith making helmets, another making axes, etc. Assign a separate forge only usable by each smith, so you can control who makes what.

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Also id like to know which is the easiest way and less micromanagement instensive way to process goblinite ( as my embark is completly ironless )  using auto melt stockpiles
d-b-M is the Mass Melt selection (works just like Mass Fobid and Mass Dump).

Quote
Also ive seen as there is rotten clothes everywhere and i believe they are impacting my fps, is there any way to automatically get rid of them? or to place in auto trade stockpiles (or stockpiles under a dwarven atom smashed)?
As an alternative to DFHack, you can put a 1-tile Refuse stockpile under each garment, which will (slowly) cause the clothes to deteriorate and disappear.

As for your crippled militia commander, just move him to his own squad, and assign him a bedroom and workshop (whatever kind you want) just inside the entrance to your fort, with his own little food & booze stockpile right there. Maybe a meeting area, too, so he never has any reason to wander off. That way, if anybody gets past your regular militia, they've got to deal with him. The best watchdog is a weaponmaster watchdog.
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Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.

greycat

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Re: So, a few questions.
« Reply #10 on: March 21, 2014, 03:09:32 pm »

As an alternative to DFHack, you can put a 1-tile Refuse stockpile under each garment, which will (slowly) cause the clothes to deteriorate and disappear.

If you don't want to spend that much time creating and removing stockpile designations, you can just set up a finished goods stockpile, have it only accept the 5 "clothing" types ("armor", legs, head, hands, feet), enable Refuse (but block all Refuse categories) so that the clothes deteriorate over time, and wait for the dwarves to haul the used clothes there.  Owned clothes that are lying outside of a dwarf's room will lose their ownership after a couple weeks, at which point they can be hauled.
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vicwarrior

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Re: So, a few questions.
« Reply #11 on: March 21, 2014, 03:18:51 pm »

As an alternative to DFHack, you can put a 1-tile Refuse stockpile under each garment, which will (slowly) cause the clothes to deteriorate and disappear.

If you don't want to spend that much time creating and removing stockpile designations, you can just set up a finished goods stockpile, have it only accept the 5 "clothing" types ("armor", legs, head, hands, feet), enable Refuse (but block all Refuse categories) so that the clothes deteriorate over time, and wait for the dwarves to haul the used clothes there.  Owned clothes that are lying outside of a dwarf's room will lose their ownership after a couple weeks, at which point they can be hauled.

Wouldn't that make also so it holds and deteriorates brand shiny new clothes too?
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greycat

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Re: So, a few questions.
« Reply #12 on: March 21, 2014, 03:24:44 pm »

Yes, if your shiny brand new clothes are not already in a stockpile of their own.  (The typical solution to this is to create an output stockpile, taking from the clothier's workshop, to hold the new clothes.)
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SixOfSpades

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Re: So, a few questions.
« Reply #13 on: March 21, 2014, 04:09:46 pm »

Owned clothes that are lying outside of a dwarf's room will lose their ownership after a couple weeks, at which point they can be hauled.
Except that (in my experience, anyway) it seems dwarves always leave their discards lying about in their own rooms. Which means I would have to evict & lock out the dwarf for a month or so, just to clean their room. Not to mention the necessity of creating two duchal / baronial suites, so that each one still has their furniture requirements met in Suite B while Suite A is being cleaned.

Makes me glad I'm still playing 0.31.25, when clothes weren't required.
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MerkerBenson

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Re: So, a few questions.
« Reply #14 on: March 21, 2014, 04:34:52 pm »

One solution: use magma, pooof, no more worn clothes issues!
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